@group(0) @binding(0) var depthTexture: texture_depth_2d;

@fragment
fn main(
    @builtin(position) coord: vec4<f32>
) -> @location(0) vec4<f32> {
    let depthValue = textureLoad(depthTexture, vec2<i32>(floor(coord.xy)), 0);
    return vec4<f32>(depthValue, depthValue, depthValue, 1.0);
}
